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Author Topic: S.G Necromancy  (Read 4928 times)

3man75

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S.G Necromancy
« on: September 14, 2014, 10:39:59 pm »

Your Father and Mother were necromancers and here you are at the infamous Citadel of Souls. For those like yourself it is the place where one begins there ascension to Necromancer. For others it is the highest form of blasphemy that should be destroyed. You had one sister in your life named Athena but she joined the Guardians and vowed to destroy "Evil". She was so devoted that when she found out the family secret she ran away and weaved a tale of Evil in the house. She said that Mother and Father, HER mother and father, were out to destroy the city but they never were. However, here you are now about to jump in and be absorbed by death to give souls new bodies and new chances. The Kingdom may look down on you and your comrades but they'll always need someone to summon the spirit of those they can't let go of.

You jump inside the liquidy, although not really water, lake of green lights. Feeling intense unity with power and the world...


You are now a necromancer and your Journey starts now. Will you succeed in avenging your parents? Or will you find new life?

A. The Capital - Where the Royalty and other high nobles pursue politics and policy. Your sister lives in the Castle with the nobility as a bodyguard to a Dukes Daughter. Perhaps you can live amongs them as a courtier to make and keep friends...An keep your sister close.

B. Allmada - The College of Magical arts. Although as a Necromancer you are looked down on by many, this colleges student body included, some will help you. Some teachers openly research and teach Necromancy, from history, to practice, and even events.

C. Fortress Abraham - You work for Royal Army as a Necromancer, protecting the soldiers from enemies and sometimes torturing enemy spies. You may be called upon to raise the bodies of the enemy one day but for now the world looks peaceful...Knock on wood?

D. Somewhere else?

((Hey guys, so this is going to be my crack at making a successful necromancer game. Some have tried and succeeded and others only got to page 13...better than my games but still not there yet.

This game will be run sorta like Princeship by Mlamlah in that stats will be made by how much one trains a skill. Although you are a necromancer you may study/learn other magic. Or even Take up a weapon that's not your scythe. The Goal of this game is for me to see how much a goal would work in a SG. Basically, want to kill your sister? make her see the error of her ways (an let her die of guilt)? Or just let bygones be bygones as you just live your life until you body gives out. I'll pick a winner tomorrow morning, Eastern time,  if there are enough votes/interest. If your not sure on a vote just put "interested" so i know your watching. Helps with motivation  ;D))

EDIT: ((Forgot to add that you only pick the letters above, the rest we find out via suggestions from players. Just so that there's no confusion. :D))
« Last Edit: September 14, 2014, 10:51:33 pm by 3man75 »
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Armok

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Re: S.G Necromancy
« Reply #1 on: September 14, 2014, 11:36:49 pm »

intrested
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

~Neri

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Re: S.G Necromancy
« Reply #2 on: September 15, 2014, 02:31:53 am »

((There are a few longrunning ones that died, mine specifically just has me being lazy for updates~ It'll update when it updates~ I don't give up on my games, the only two on hiatus are due to technical difficulties with compy being stupids, the rest are lazys combined with irlblehs that lag the updates~))

Our name is Servik Narthulak

We are 5'9 in height with somewhat unkempt shoulderlength black hair, there is a streak of white going through our hair, we are of a lean thin build, not particularly athletic but more then able to sprint a half mile or so if need be.

We chose to live far far far away in the wilderness, a hermit if you will, developing our art amongst the trees and the bees without the influence of outsiders. (D)
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Comrade Shamrock

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Re: S.G Necromancy
« Reply #3 on: September 15, 2014, 12:12:09 pm »


Our name is Servik Narthulak

We are 5'9 in height with somewhat unkempt shoulderlength black hair, there is a streak of white going through our hair, we are of a lean thin build, not particularly athletic but more then able to sprint a half mile or so if need be.

We chose to live far far far away in the wilderness, a hermit if you will, developing our art amongst the trees and the bees without the influence of outsiders. (D)
I support this character. +1

I've always loved necromancers and hate it when there is a game that let's you pick many roles but not necromancer.

(3man75 I thought I asked you to inform me if you started another game, ah you may have missed. But to find out this way is just terrible.  ;D)

3man75

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Re: S.G Necromancy
« Reply #4 on: September 15, 2014, 12:33:53 pm »

You are Servik Narthulak. A Necromancer Hermit in the wilderness.


You are a hermit in the untamed wildernesses of the borders between the kingdom of Savertine and the Barony of Lord Duim. The barony is more open to necromancy on the account of the Baron himself being a powerful necromancer. He also takes on apprentices if they pledge fealty to him and his armies but theirs a dark side to his coin. He Openly experiments on criminals in his realm and prisoners of war. That said his lands are so rich and prosperous from bandits being too afraid to go near it that it rivals the capital of Sar, of the Kingdom Savertine, Much to the annoyance of it's kings.

Far away in the Kingdom of Savertine your sister and like minded folk. You are however, free of them and the world in general. You know not of what they plan or if they plan anything at all but ill talk of Lord Duim.

In the end, you care about three things thus far, Firstly your well being. Secondly, Your research. An last but defiantly not least your dear sister Athena Narthulak.

That said time to start researching on mother natures servants...


Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

((I have work today btw in a few hours so unless i get quick responces i'll update on the morrow.))
« Last Edit: September 15, 2014, 01:29:18 pm by 3man75 »
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Comrade Shamrock

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Re: S.G Necromancy
« Reply #5 on: September 15, 2014, 12:48:29 pm »

Go outside and capture a few rabbits by causing the blood not to flow to their legs with blood molding and take them back to the hut for experimentation.

Kilojoule Proton

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Re: S.G Necromancy
« Reply #6 on: September 15, 2014, 01:50:04 pm »

Go outside and capture a few rabbits by causing the blood not to flow to their legs with blood molding and take them back to the hut for experimentation.
+1
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3man75

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Re: S.G Necromancy
« Reply #7 on: September 15, 2014, 02:02:06 pm »

Go outside and capture a few rabbits by causing the blood not to flow to their legs with blood molding and take them back to the hut for experimentation.
+1

You walk around the wilderness as quietly as possible as you find 2 rabbits. They seem to be eating some plants near a tree, you decide to ensnare there little legs so they can't run away. You point your hand open pawn at them and focus on the flow of life. Everything goes quite except the pulses of life and the pumping of there hearts. When you feel ready you clog there blood flow to there legs causing them to squeal wildly and in a high pitched noise that makes you queasy in your bum area. But remembering this is in the name of research, you run over and pick them both up as they attempt to bite with there mouths. You think you can get back to the hut without having them escape but they may die beforehand from blood clogage. The more hyped and afraid they are the more build is there will be an the harder it will be to control the blockage. You could also release the spell but if they bite you and run away everything will be all for naught.

How shall you advance?

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
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Urist Mc Dwarf

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Re: S.G Necromancy
« Reply #8 on: September 15, 2014, 02:21:24 pm »

Release the spell on one leg at a time.

3man75

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Re: S.G Necromancy
« Reply #9 on: September 16, 2014, 11:48:06 am »

You release one leg at a time to prevent the blood from clogging on the poor little fur balls...despite them attempting to bite you. Walking over you make it to your hovel an trow them inside an lock the door behind you.

The rabbits run around looking for an escape but don't seem to find one. They back into two corners away from each other an look at your, you can feel there anxiety and fears. How lovely is it to be a Necromancer, eh? Now then what torture or research could you do with them? Possibly think of new blood spells or even a flesh transformation spell? So many options and just enough time, you smile evily at the the rabbits. They go #2 for possibly the last time.


Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: September 16, 2014, 11:58:40 am by 3man75 »
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~Neri

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Re: S.G Necromancy
« Reply #10 on: September 16, 2014, 12:52:54 pm »

Try flesh transformation on one, give it another head for a start~ play around with the blood of the other to see if you can learn something new until it dies, then try reanimating it.
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Comrade Shamrock

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Re: S.G Necromancy
« Reply #11 on: September 16, 2014, 06:14:08 pm »

Try flesh transformation on one, give it another head for a start~ play around with the blood of the other to see if you can learn something new until it dies, then try reanimating it.
Commendable initiative +1

3man75

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Re: S.G Necromancy
« Reply #12 on: September 16, 2014, 08:09:04 pm »

As the rabbits are busy soiling themselves and your home YOU decide to hold on in place with your blood magic an the attempting to warp it flesh into a second head. It goes poorly causing the rabbits feet to disappear as a huge lump evolves out of it's neck. The Rabbits surprise and the fact that it's new lump cuts off it's air way chokes the furball to death. You feel it's soul leave with horror, though now it feels like you are being watched...

With one subject dead and one left you decide to play around with your blood bending. At first you hold the blood in place and than try to work the blood in a way to control it's movement. This time you don't kill it but the rabbit looks highly winded from being forcefully dragged from the inside out. It looks at you with one eye before going unconscious.

Finally you decide to bring back your old subject from the dead an you do so with little more than a glance and snap of the fingers. It seems to be functional but since it has no legs it won't move around. It's basically a toy now with only eye movement until you decide to flesh warp it back to how it was...or a new creature all together.

Your magical use however has put a huge drain on your young mind and decide to simply call it quits for now. Perhaps tomorrow but for now, what should you eat? You can still hold small animals blood in place but you know not of how to cook. An while the wilderness may be home to fruit and berries not all will be welcomed by your stomach or health.


Bump up to blood molding and Possession now have stats!

(It should be noted that i consider a unlock to be a discovery but actual practice is what will make the use of said spell or skill work. Since you only knew of the concepts of blood molding you failed at warping the entire body. Next update i'll be introducing combat.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
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Comrade Shamrock

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Re: S.G Necromancy
« Reply #13 on: September 19, 2014, 05:47:15 pm »

Let's cook up the horribly deformed dead rabbit.

(Come on guys help 3man75 keep a game going.)

InZane

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Re: S.G Necromancy
« Reply #14 on: September 19, 2014, 05:56:39 pm »

P
T
W
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I PTW anything that seems interesting
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